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Re: turn some SP maps into siege maps
Posted: Mon Aug 17, 2009 1:54 am
by Helaku
Pls to not be mad due to doublepost
t1_rail isn't gonna be a blue milk run....UNLESS you make up 5 or 6 objectives that people outta do

Re: turn some SP maps into siege maps
Posted: Wed Aug 19, 2009 10:56 am
by A nub is In Ur Forum
Hm... since I have some complete maplists handy maybe I'll throw them together with some comments...
JKA SP Maps:
- yavin1 Initial cutscenes -- Probably N/A
- yavin1b Yavin Runner II crash site to Massassi Temple -- Has some potential, seems fairly guns-class-friendly
academy1 Academy audience chamber:Orientation -- Going to figure all interludes for N/A
- yavin2 Academy training grounds -- Doesn't really seem suitable
- t1_sour MERCENARY ACTIVITY - TATOOINE -- (The one with Chewie) Good potential, some similarities to siege_desert, probably guns-class-friendly
- t1_surprise DROID RECOVERY - TATOOINE -- (The one with Jawas and sand-men) Could work, a bit long on the walking, defending the crawler interior has a lot of potential but O will definitely need basic force powers
- t1_inter Tier 1 Interlude cutscene -- N/A
- t1_fatal EMERGENCY ASSISTANCE - BAKURA -- (The one with the bombs) Large, but has solid potential - completely guns-class-friendly I think
- t1_danger MERCHANT RESCUE - BLENJEEL -- (The shuttle crash) Seems unsuited, would require a lot of work I think
- t1_rail CULT INVESTIGATION - CORELLIA -- (The tram) O would definitely need Jump 1, and Force Push/Pull would be extremely overpowering if both sides don't all have the exact same level: not even slightly guns-class-friendly unless you give them force powers anyways; also, I'm not sure MP can support the buildings 'skybox' type thing either (J3rk, do you know?)
- academy2 Academy audience chamber:Dispatch to Hoth -- N/A
- hoth2 Hoth Surface -- Large and linear, but could work, probably guns-class-friendly
- hoth3 Echo Base -- Also large and linear... could work
- academy3 Academy audience chamber:Promotion to Apprentice -- N/A
- t2_rancor RESCUE MISSION - NAR KREETA -- (The one with the rancor) Would likely require above-average re-working
- t2_trip MEET CONTACT - ZONJU V -- (The swoop course) You'd need to move the spawn points a lot... with more objectives added along the path, it could maybe work well
- t2_wedge COVERT OPERATION - KRIL'DOR -- (The one with the X-wing bombings) Seems to have strong potential but Force powers are definitely required
- t2_rogue CAPTURE CRIME LORD - CORUSCANT -- (The one with the assassin droids) Force powers required, but has potential... might work well with Korriban classes as-is.
- t2_dpred CULT INVESTIGATION - DOSUUN -- (The one where you don't have a saber) Generally guns-class-friendly and probably has a lot of potential
- academy4 Academy audience chamber:Dispatch to Vjun -- N/A
- vjun1 Vjun:Vjun Surface -- Not sure the rain effect can be done in MP, and it would be guns-class-unfriendly if done anyways; without it, probably has potential
- vjun2 Vjun:Interior With Kyle -- Lots of Force power usage absolutely required, probably a bad map for siege
vjun3 Vjun:Interior Without Kyle -- Better than vjun2 for siege, but still probably ill-suited
- academy5 Academy audience chamber:Promotion to reborn boss Knight -- N/A
- t3_rift CULT SIGHTING - CHANDRILA -- (The reborn boss Master tomb chasm) Completely unnavigable without Force, and Push/Pull would dominate this map like no other
- t3_stamp CULT INVESTIGATION - TANAAB -- (The one with the MUTANT rancor) Well, scripting the rancor is probably out in MP; re-working it as a simple progression map might work, though
- t3_hevil DISMANTLE DEVICE - YALARA -- (The one with all the Noghri spamming poison at you) Interesting structure here, but Force is definitely required - if all classes are given Jump 3 at a minimum, I could see this turning out fun
- t3_byss FORCE THEFT INVESTIGATION - BYSS -- (The imperial ship) Guns-class-friendly I think, good potential
- t3_bounty WEAPON DESTRUCTION - ORD MANTELL -- (The one with Boba Fett) Suffers from too much non-linearity as-is... you'd need to spawn O at one far end; do that and it might work similar to stations on des, arming the explosives would need to take more than a touch though (hack? arm and allow disarm hack for ~30s?)
- academy6 Academy audience chamber:Dispatch to Taspir III -- N/A
- taspir1 Taspir III:Exterior -- Seems like it would work well
- taspir2 Taspir III:Interior -- Probably one of the worst due to the sheer number of enviromental hazards
- kor1 Korriban Crypts -- Could work, Force required
- kor2 Korriban Valley -- Could work, Force required... D might be able to get away without Force especially if jetpacks are given instead, which could make for an interesting guns defense
JK2 SP Maps:
- kejim_post Kejim:Abandoned Imperial outpost -- Guns-class-friendly, could work quite well
- kejim_base Kejim:Imperial base -- Don't remember it too well but I don't think it would work as well
- artus_mine Artus:Mining facility -- Parts of this seem siege-unfriendly
- artus_detention Artus:Prison -- Could work, guns-class-friendly
- artus_topside Artus:Topside -- Could work, guns-class-friendly
- valley The Valley of the reborn boss -- Cutscene level, probably N/A
- yavin_temple Yavin 4:Massassi Temple:reborn boss Academy -- Probably too small
- yavin_trial Yavin 4:Massassi Temple:Ruined Temple/Trial Grounds -- With a lot of re-working, could be good, otherwise bad
- ns_streets Nar Shaddaa:Streets -- Push/Pull would dominate, Force powers required
- ns_hideout Nar Shaddaa:Reelo Baruk's Hideout -- The boxes room is probably bad for siege
- ns_starpad Nar Shaddaa:Starpad -- Of the 3 Nar Shaddaa levels, this one seems to have the best potential for a functional siege map IMO
- bespin_undercity Bespin:Bespin City (Cloud City):Lower levels -- Enviromental hazards, probably a bad idea
- bespin_streets Bespin:Bespin City (Cloud City):Streets -- Decent potential here
- bespin_platform Bespin:Bespin City (Cloud City):Platform -- Also decent
- cairn_bay The Cairn Installation:Docking Platform -- Might work, the part near the end probably not so well though
- cairn_assembly The Cairn Installation:Assembly Area -- Seems unsuited
- cairn_reactor The Cairn Installation:Reactor -- Enviromental hazards, can't see the structure working well
- cairn_dock1 The Cairn Installation:Docking Bay -- Likely to make a good siege map
- doom_comm Doomgiver:Communications Array -- The comm array itself is likely to be bad for siege, the part up to it could work, though
- doom_detention Doomgiver:Detention Area -- Seems like it has decent potential
- doom_shields Doomgiver:Shield Array -- Also seems quite decent, although I believe Force powers are required
- yavin_swamp Yavin 4:Swamp -- Could work
- yavin_canyon Yavin 4:Canyon -- Good potential for an AT-ST advance map
- yavin_courtyard Yavin 4:reborn boss Academy -- Probably too small
- yavin_final Yavin 4:The Final Showdown -- Enviromental hazards and overall structure would probably ruin this one
- pit (Simplified SP version of duel_pit) -- Way too small
JKA MP Maps:
- mp/ffa_bonus1 Gas Mine -- Might work
- mp/ffa_bonus2 The Fortress -- Seems ill-suited
- mp/ffa_bonus3 Conquest of Byss -- Small, but with additional areas could be worked into something
- mp/ffa_bonus4 Ord Mantell Canyon -- Has potential
- mp/ffa1 Vjun Sentinel -- Could work well
- mp/ffa2 Korriban Tombs -- Too non-linear
- mp/ffa3 Tatooine City -- Too non-linear
- mp/ffa4 Rift Sanctuary -- Too non-linear
- mp/ffa5 Taspir -- taspir1 is probably better suited
All the duel maps are just too small to make a siege map on thier own, but could be used as part of a larger whole; Yavin probably would require the least additional content
- mp/duel_bonus1 Coruscant
- mp/duel1 Bespin Courtyard
- mp/duel2 Generator Room
- mp/duel3 Imperial Shaft
- mp/duel4 Imperial Control Room
- mp/duel5 Taspir Landing
- mp/duel6 Yavin Training Area
- mp/duel7 Rancor Pit
- mp/duel8 Abandoned City
- mp/duel9 Hoth Canyon
- mp/duel10 Vjun Fuel Processing
The CTF maps, due to thier symetric nature, seem ill-suited to siege... you'd need to chop them up most likely; ctf5 probably suffers the least in this respect and MIGHT do OK with less re-work
- mp/ctf_bonus1 Rift of Shadows
- mp/ctf1 Imperial Drop Zone
- mp/ctf2 Hoth Wasteland
- mp/ctf3 Yavin Hilltops
- mp/ctf4 Coruscant Streets
- mp/ctf5 Factory
JK2 MP Maps:
- My memory of these is fairly faded by now, so my comments will be minimal...
- duel_bay Imperial Shuttle Bay
- duel_carbon Carbon Chamber
- duel_reborn boss Battleground reborn boss 2.0
- duel_pit Trial Pit
- ffa_bespin Bespin Streets -- Non-linear, but if that could be worked around, could be good
- ffa_deathstar Death Star
- ffa_imperial Star Destroyer -- Never really liked the structure of this one
- ffa_ns_hideout Garbage Facility
- ffa_ns_streets Nar Shaddaa Streets -- Push/Pull hell
- ffa_yavin Massassi Temple
- ctf_bespin Bespin Exhaust Shafts -- For a CTF map this seems more likely to work than most
- ctf_imperial Garrison 27-D -- Probably pretty decent potential for a CTF map if it's the one I remember... small though
- ctf_ns_streets Warring Factions
- ctf_yavin Temple Tournament
- ffa_raven Imperial Labs: Raven -- Too non-linear and cramped, as is typical of Raven offices...Heretic ahem.
- duel_bespin Bespin Air Vanes
- duel_hangar Hangar Bay 72
- duel_temple Ceremonial Hall
- duel_training Lightsaber Training
Re: turn some SP maps into siege maps
Posted: Wed Aug 19, 2009 11:32 am
by Turky
I don't know if a symmetric map would work well for siege or not.
Re: turn some SP maps into siege maps
Posted: Fri Aug 21, 2009 2:20 am
by Helaku
t1_rail would be a suicide run for O if D were to have Nades,trips,or dets...."..Korriban,crystal rooms and altar/scepter rooms,D rax jorises,using throwable weapons..." no thanks for t1_rail
P.S.I'm working on the map as we reply

Re: turn some SP maps into siege maps
Posted: Mon Aug 24, 2009 2:54 am
by GUARD!AN
Helaku wrote:GUARD!AN wrote:I really like the idea of that rail train map becoming a siege map.
Why?it would be so straight-forward(backward for D)...
All I remember is that it was easily one of my top 3 favorite SP maps, most likely my favorite as I cannot recall any others I liked more.
Re: turn some SP maps into siege maps
Posted: Mon Aug 24, 2009 1:04 pm
by Sqrl2k
Yeah make things difficult and put in vjun so we can dodge acid rain
(i had bad experiences)
but in all seriousness i think that several SP maps could work like yavin
I would really like to see "merchant rescue" be turned into a siege map, and gather parts for Offense

- Vjun

- Blenjeel
Re: turn some SP maps into siege maps
Posted: Tue Aug 25, 2009 10:48 am
by Fenix
Helaku wrote:t1_rail would be a suicide run for O if D were to have Nades,trips,or dets...."..Korriban,crystal rooms and altar/scepter rooms,D rax jorises,using throwable weapons..." no thanks for t1_rail
P.S.I'm working on the map as we reply

i have been working on it for a while now, i gave both side lvl 1 jump. no trip mine. only reborn boss have lvl 1 push/pull. I dont get what you get the suicdie run from, this map favors the Offense.
Re: turn some SP maps into siege maps
Posted: Wed Aug 26, 2009 7:09 pm
by GUARD!AN
Fenix I am quite excited to see what you eventually come up with, keep us updated!
Re: turn some SP maps into siege maps
Posted: Mon Oct 21, 2024 11:41 am
by xilnar
Re: turn some SP maps into siege maps
Posted: Sat Feb 01, 2025 9:55 am
by xilnar